Files
NazaraEngine/src/Nazara/Graphics/DeferredRenderTechnique.cpp
Lynix c096756dab Happy thousandth commit Nazara
Updated copyright year (Yay, 515 file updated)
Regenerated global headers
Fixed some typo
Improved some shaders
-Blah blah blah-

Thank you all for supporting my project !
-Lynix


Former-commit-id: e4e741b318ba4f203da5ffd265bd5e516e7ffd7d
2014-01-12 20:16:21 +01:00

381 lines
9.2 KiB
C++

// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Graphics/AbstractBackground.hpp>
#include <Nazara/Graphics/Camera.hpp>
#include <Nazara/Graphics/DeferredBloomPass.hpp>
#include <Nazara/Graphics/DeferredDOFPass.hpp>
#include <Nazara/Graphics/DeferredFinalPass.hpp>
#include <Nazara/Graphics/DeferredFogPass.hpp>
#include <Nazara/Graphics/DeferredForwardPass.hpp>
#include <Nazara/Graphics/DeferredFXAAPass.hpp>
#include <Nazara/Graphics/DeferredGeometryPass.hpp>
#include <Nazara/Graphics/DeferredPhongLightingPass.hpp>
#include <Nazara/Graphics/Drawable.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Sprite.hpp>
#include <Nazara/Renderer/Config.hpp>
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Renderer/OpenGL.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/ShaderProgramManager.hpp>
#include <limits>
#include <memory>
#include <random>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
unsigned int RenderPassPriority[] =
{
6, // nzRenderPassType_AA
4, // nzRenderPassType_Bloom
7, // nzRenderPassType_DOF
0xFF, // nzRenderPassType_Final
5, // nzRenderPassType_Fog
2, // nzRenderPassType_Forward
1, // nzRenderPassType_Lighting
0, // nzRenderPassType_Geometry
3, // nzRenderPassType_SSAO
};
static_assert(sizeof(RenderPassPriority)/sizeof(unsigned int) == nzRenderPassType_Max+1, "Render pass priority array is incomplete");
}
NzDeferredRenderTechnique::NzDeferredRenderTechnique() :
m_renderQueue(static_cast<NzForwardRenderQueue*>(m_forwardTechnique.GetRenderQueue())),
m_GBufferSize(0U)
{
m_depthStencilBuffer = new NzRenderBuffer;
m_depthStencilBuffer->SetPersistent(false);
for (unsigned int i = 0; i < 2; ++i)
{
m_workTextures[i] = new NzTexture;
m_workTextures[i]->SetPersistent(false);
}
for (unsigned int i = 0; i < 3; ++i)
{
m_GBuffer[i] = new NzTexture;
m_GBuffer[i]->SetPersistent(false);
}
try
{
NzErrorFlags errFlags(nzErrorFlag_ThrowException);
std::unique_ptr<NzDeferredRenderPass> smartPtr; // Nous évite un leak en cas d'exception
ResetPass(nzRenderPassType_Final, 0);
ResetPass(nzRenderPassType_Geometry, 0);
ResetPass(nzRenderPassType_Lighting, 0);
}
catch (const std::exception& e)
{
NzErrorFlags errFlags(nzErrorFlag_ThrowExceptionDisabled);
NazaraError("Failed to add geometry and/or phong lighting pass");
throw;
}
try
{
NzErrorFlags errFlags(nzErrorFlag_ThrowException);
ResetPass(nzRenderPassType_AA, 0);
}
catch (const std::exception& e)
{
NazaraWarning("Failed to add FXAA pass");
}
try
{
NzErrorFlags errFlags(nzErrorFlag_ThrowException);
ResetPass(nzRenderPassType_Bloom, 0);
}
catch (const std::exception& e)
{
NazaraWarning("Failed to add bloom pass");
}
try
{
NzErrorFlags errFlags(nzErrorFlag_ThrowException);
NzDeferredRenderPass* dofPass = ResetPass(nzRenderPassType_DOF, 0);
dofPass->Enable(false);
}
catch (const std::exception& e)
{
NazaraWarning("Failed to add DOF pass");
}
try
{
NzErrorFlags errFlags(nzErrorFlag_ThrowException);
NzDeferredRenderPass* fogPass = ResetPass(nzRenderPassType_Fog, 0);
fogPass->Enable(false);
}
catch (const std::exception& e)
{
NazaraWarning("Failed to add fog pass");
}
try
{
NzErrorFlags errFlags(nzErrorFlag_ThrowException);
ResetPass(nzRenderPassType_Forward, 0);
}
catch (const std::exception& e)
{
NazaraWarning("Failed to add forward pass");
}
try
{
NzErrorFlags errFlags(nzErrorFlag_ThrowException);
ResetPass(nzRenderPassType_SSAO, 0);
}
catch (const std::exception& e)
{
NazaraWarning("Failed to add SSAO pass");
}
}
NzDeferredRenderTechnique::~NzDeferredRenderTechnique() = default;
void NzDeferredRenderTechnique::Clear(const NzScene* scene) const
{
NazaraUnused(scene);
}
bool NzDeferredRenderTechnique::Draw(const NzScene* scene) const
{
NzRecti viewerViewport = scene->GetViewer()->GetViewport();
NzVector2ui viewportDimensions(viewerViewport.width, viewerViewport.height);
if (viewportDimensions != m_GBufferSize)
{
if (!Resize(viewportDimensions))
{
NazaraError("Failed to update RTT");
return false;
}
}
unsigned int sceneTexture = 0;
unsigned int workTexture = 1;
for (auto& passIt : m_passes)
{
for (auto& passIt2 : passIt.second)
{
const NzDeferredRenderPass* pass = passIt2.second.get();
if (pass->IsEnabled())
{
if (pass->Process(scene, workTexture, sceneTexture))
std::swap(workTexture, sceneTexture);
}
}
}
return true;
}
void NzDeferredRenderTechnique::EnablePass(nzRenderPassType renderPass, int position, bool enable)
{
auto it = m_passes.find(renderPass);
if (it != m_passes.end())
{
auto it2 = it->second.find(position);
if (it2 != it->second.end())
it2->second->Enable(enable);
}
}
NzRenderBuffer* NzDeferredRenderTechnique::GetDepthStencilBuffer() const
{
return m_depthStencilBuffer;
}
NzTexture* NzDeferredRenderTechnique::GetGBuffer(unsigned int i) const
{
#if NAZARA_GRAPHICS_SAFE
if (i >= 3)
{
NazaraError("GBuffer texture index out of range (" + NzString::Number(i) + " >= 3)");
return nullptr;
}
#endif
return m_GBuffer[i];
}
NzRenderTexture* NzDeferredRenderTechnique::GetGBufferRTT() const
{
return &m_GBufferRTT;
}
const NzForwardRenderTechnique* NzDeferredRenderTechnique::GetForwardTechnique() const
{
return &m_forwardTechnique;
}
NzDeferredRenderPass* NzDeferredRenderTechnique::GetPass(nzRenderPassType renderPass, int position)
{
auto it = m_passes.find(renderPass);
if (it != m_passes.end())
{
auto it2 = it->second.find(position);
if (it2 != it->second.end())
return it2->second.get();
}
return nullptr;
}
NzAbstractRenderQueue* NzDeferredRenderTechnique::GetRenderQueue()
{
return &m_renderQueue;
}
nzRenderTechniqueType NzDeferredRenderTechnique::GetType() const
{
return nzRenderTechniqueType_DeferredShading;
}
NzRenderTexture* NzDeferredRenderTechnique::GetWorkRTT() const
{
return &m_workRTT;
}
NzTexture* NzDeferredRenderTechnique::GetWorkTexture(unsigned int i) const
{
#if NAZARA_GRAPHICS_SAFE
if (i >= 2)
{
NazaraError("Work texture index out of range (" + NzString::Number(i) + " >= 2)");
return nullptr;
}
#endif
return m_workTextures[i];
}
bool NzDeferredRenderTechnique::IsPassEnabled(nzRenderPassType renderPass, int position)
{
auto it = m_passes.find(renderPass);
if (it != m_passes.end())
{
auto it2 = it->second.find(position);
if (it2 != it->second.end())
return it2->second->IsEnabled();
}
return false;
}
NzDeferredRenderPass* NzDeferredRenderTechnique::ResetPass(nzRenderPassType renderPass, int position)
{
std::unique_ptr<NzDeferredRenderPass> smartPtr; // Nous évite un leak en cas d'exception
switch (renderPass)
{
case nzRenderPassType_AA:
smartPtr.reset(new NzDeferredFXAAPass);
break;
case nzRenderPassType_Bloom:
smartPtr.reset(new NzDeferredBloomPass);
break;
case nzRenderPassType_DOF:
smartPtr.reset(new NzDeferredDOFPass);
break;
case nzRenderPassType_Final:
smartPtr.reset(new NzDeferredFinalPass);
break;
case nzRenderPassType_Fog:
smartPtr.reset(new NzDeferredFogPass);
break;
case nzRenderPassType_Forward:
smartPtr.reset(new NzDeferredForwardPass);
break;
case nzRenderPassType_Geometry:
smartPtr.reset(new NzDeferredGeometryPass);
break;
case nzRenderPassType_Lighting:
smartPtr.reset(new NzDeferredPhongLightingPass);
break;
case nzRenderPassType_SSAO:
//smartPtr.reset(new NzDeferredSSAOPass);
break;
}
NzDeferredRenderPass* oldPass = GetPass(renderPass, position);
if (oldPass && !oldPass->IsEnabled())
smartPtr->Enable(false);
SetPass(renderPass, position, smartPtr.get());
return smartPtr.release();
}
void NzDeferredRenderTechnique::SetPass(nzRenderPassType relativeTo, int position, NzDeferredRenderPass* pass)
{
if (pass)
{
pass->Initialize(this);
if (m_GBufferSize != NzVector2ui(0U))
pass->Resize(m_GBufferSize);
m_passes[relativeTo][position].reset(pass);
}
else
m_passes[relativeTo].erase(position);
}
bool NzDeferredRenderTechnique::IsSupported()
{
// On ne va pas s'embêter à écrire un Deferred Renderer qui ne passe pas par le MRT, ce serait lent et inutile (OpenGL 2 garanti cette fonctionnalité en plus)
return NzRenderer::HasCapability(nzRendererCap_RenderTexture) &&
NzRenderer::HasCapability(nzRendererCap_MultipleRenderTargets) &&
NzRenderer::GetMaxColorAttachments() >= 4 &&
NzRenderer::GetMaxRenderTargets() >= 4 &&
NzTexture::IsFormatSupported(nzPixelFormat_RGBA32F);
}
bool NzDeferredRenderTechnique::Resize(const NzVector2ui& dimensions) const
{
try
{
NzErrorFlags errFlags(nzErrorFlag_ThrowException);
for (auto& passIt : m_passes)
for (auto& passIt2 : passIt.second)
passIt2.second->Resize(dimensions);
m_GBufferSize = dimensions;
return true;
}
catch (const std::exception& e)
{
NazaraError("Failed to create work RTT/G-Buffer");
return false;
}
}
bool NzDeferredRenderTechnique::RenderPassComparator::operator()(nzRenderPassType pass1, nzRenderPassType pass2)
{
return RenderPassPriority[pass1] < RenderPassPriority[pass2];
}